Same here, more interesting choices are almost always good.Nice. I look forward to actually having options when capturing cities, rather than totally destroy or completely occupy.![]()

Same here, more interesting choices are almost always good.Nice. I look forward to actually having options when capturing cities, rather than totally destroy or completely occupy.![]()

Are you adding new xml tag to civics like. <bCanEnslaveCity>? That way the feature isn't just limited to slavery civic... in case modmodders want to use it in some other civics as well.I have sacking cities 100% working; I just need to update the AI code so they will use it too. I'm going to work on the enslavement next.

Are you adding new xml tag to civics like. <bCanEnslaveCity>? That way the feature isn't just limited to slavery civic... in case modmodders want to use it in some other civics as well.![]()
How about a UN resolution (world heritage sites) that either prevents razing of or causes diplomacy penalties/unhappiness when razing cities with great wonders/legendary culture?

One last thing; does anyone have a good name for the buttons? Currently, they just read "Enslave the City" and "Sack the City", but they look boring compared to "Burn Baby Burn!!!".![]()

So why would you sack the city now? You get less gold than razing and you lose some of the population.
This sounds really cool system. One minor suggestion for the cities that gain slaves: shouldn't these cities' culture amounts also change accordingly - the slaves bring their own culture to this city so if you enslave cities from many different nations, your cities culture should show this because your citizens are now living in very mixed culture.Enslaving a City:
If a cities population is larger than 5 (adjustable), and you using the slavery civic, you can enslave the city. Enslaving the cities removes all of the foreign culture from the city, and removes the foreign population. (So if you had 20% culture, 20% of the population would survive. A minimum of 1 population will always survive). For each time you enslave a city, all of your cities receive a free slave specialist. Any nation who had culture in that city will be angry at your for enslaving their citizens, proportional to the amount of citizens enslaved. Enslaving cities is very useful, very powerful; but pretty much destroys the city and ticks off everyone. Oh, and the city will become rebellious, proportional to the enslaved population. Switching out of slavery will lose you your free slaves, switching back, you will regain them. You can only have slaves in the slavery civic now.
This sounds really cool system. One minor suggestion for the cities that gain slaves: shouldn't these cities' culture amounts also change accordingly - the slaves bring their own culture to this city so if you enslave cities from many different nations, your cities culture should show this because your citizens are now living in very mixed culture.
If you need fast money, or have rebellion issues. Small cities are easier to hold against rebels, and capturing a large city may take 8-10 turns before they begin working again. Better than Razing it, especially if its on a strategic site.
I should also mention, I scaled both Razing and Sacking gold to inflation; which means late game plunder should be in realistic amounts.

Overall, I think the idea is very interesting, but I think myself and others were lookng more along the lines of raiding, wherein you destroy defenders, take some treasure, and destroy some buildings (and maybe gain more treasure)
I know, I know. Initially, that is what I was going to do. The problem is this:
By the time you see the popup, you have already captured the city. The options either let you look at the city, keep it (do nothing) or raze it (Surprisingly, razing is coded so you can only raze cities you already own; counter-intuitive, but the way Firaxis designed it). So I can only make post-capture decisions.
If you have any ideas on how to improve sacking; let me know.
Hmmm.. Well thats a bit of a pickle, isn't it? I know in the past I've liberated cities back to their initial owners after hostilities have ceased. Can it be programmed to "liberate" cities back to a native civ while hostilities are still ongoing?
My thinking being, would it be possible to program a Raid option, where in you've technically speaking captured the city, but immediately 1) reduce the population a certain amount 2) plunder gold 3)sell a certain percentage of buildings present [thereby generating more gold] & 3)liberating the city back to its original owners.
Yes it is. But liberation, IIRC, requires two things:
- Peacetime
- The other player to have the highest amount of culture in that city
Both clash with the concept of raiding...
Back to the proverbial drawing board then 
I know, I know. Initially, that is what I was going to do. The problem is this:
By the time you see the popup, you have already captured the city. The options either let you look at the city, keep it (do nothing) or raze it (Surprisingly, razing is coded so you can only raze cities you already own; counter-intuitive, but the way Firaxis designed it). So I can only make post-capture decisions.
If you have any ideas on how to improve sacking; let me know.
Or turn it to autonomic city state (ie. form new colony)? Though that's already possible if the city is on another continent...Is it possible to make the city, you choose to sack, barbarian? I mean, you destroy the defenders, plunder the city, then your troops leave and it will wallow in chaos. The original owner would need to send troops to restore order. Would it make any sense, BTW?